ch06.ppt

CHAPTER 6:
The Little Man Computer

The Architecture of Computer Hardware and Systems Software:
An Information Technology Approach

3rd Edition, Irv Englander

John Wiley and Sons 2003

Linda Senne, Bentley College

Wilson Wong, Bentley College

The Little Man Computer

Mailboxes: Address vs. Content

  • Addresses are consecutive
  • Content may be
  • Data or
  • Instructions
Address Content

Content: Instructions

  • Op code
  • Operation code
  • Arbitrary mnemonic
  • Operand
  • Object to be manipulated

Data or

Address of data

Address Content
Op code Operand

Magic!

  • Load program into memory
  • Put data into In Basket

Assembly Language

  • Specific to a CPU
  • 1 to 1 correspondence between assembly language instruction and binary (machine) language instruction
  • Mnemonics (short character sequence) represent instructions
  • Used when programmer needs precise control over hardware, e.g., device drivers

Instruction Set

Arithmetic 1xx ADD
2xx SUB
Data Movement 3xx STORE
5xx LOAD
Input/Output 901 INPUT
902 Output
Machine Control (coffee break) 000 STOP COB

Input/Output

  • Move data between calculator and in/out baskets
Content
Op Code Operand (address)
IN (input) 9 01
OUT (output) 9 02

LMC Input/Output

IN

OUT

Internal Data Movement

  • Between mailbox and calculator
Content
Op Code Operand (address)
STO (store) 3 xx
LDA (load) 5 xx

LMC Internal Data

LDA

STO

Data storage location

  • Physically identical to instruction mailbox
  • Not located in instruction sequence
  • Identified by DAT mnemonic

Arithmetic Instructions

  • Read mailbox
  • Perform operation in the calculator
Content
Op Code Operand (address)
ADD 1 xx
SUB 2 xx

LMC Arithmetic Instructions

ADD

SUB

Simple Program: Add 2 Numbers

  • Assume data is stored
    in mailboxes with
    addresses >90
  • Write instructions

Input a #

Store the #

Input a #

Add

Output the

number

Program to Add 2 Numbers:
Using Mnemonics

Mailbox Mnemonic Instruction Description
00 IN ;input 1st Number
01 STO 99 ;store data
02 IN ;input 2nd Number
03 ADD 99 ;add 1st # to 2nd #
04 OUT ;output result
05 COB ;stop
99 DAT 00 ;data

Program to Add 2 Numbers

Mailbox Code Instruction Description
00 901 ;input 1st Number
01 399 ;store data
02 901 ;input 2nd Number
03 199 ;add 1st # to 2nd #
04 902 ;output result
05 000 ;stop
99 000 ;data

Program Control

  • Branching (executing an instruction out of sequence)
  • Changes the address in the counter
  • Halt
Content
Op Code Operand (address)
BR (Jump) 6 xx
BRZ (Branch on 0) 7 xx
BRP (Branch on +) 8 xx
COB (stop) 0 (ignore)

Instruction Set

Arithmetic 1xx ADD
2xx SUB
Data Movement 3xx STORE
5xx LOAD
BR 6xx JUMP
BRZ 7xx BRANC ON 0
BRP 8xx BRANCH ON +
Input/Output 901 INPUT
902 OUTPUT
Machine Control (coffee break) 000 HALT COB

Find Positive Difference of 2 Numbers

00 IN 901
01 STO 10 310
02 IN 901
03 STO 11 311
04 SUB 10 210
05 BRP 08 808 ;test
06 LDA 10 510 ;if negative, reverse order
07 SUB 11 211
08 OUT 902 ;print result and
09 COB 000 ;stop
10 DAT 00 000 ;used for data
11 DAT 00 000 ;used for data

Instruction Cycle

  • Fetch: Little Man finds out what instruction he is to execute
  • Execute: Little Man performs the work.

Fetch Portion of
Fetch and Execute Cycle

1. Little Man reads the address from the location counter

2. He walks over to the mailbox that corresponds to the location counter

Fetch, cont.

3. And reads the number on the slip of paper (he puts the slip back in case he needs to read it again later)

Execute Portion

1. The Little Man goes to the mailbox address specified in the instruction he just fetched.

2. He reads the number in that mailbox (he remembers to replace it in case he needs it later).

Execute, cont.

3. He walks over to the calculator and punches the number in.

4. He walks over to the location counter and clicks it, which gets him ready to fetch the next instruction.

von Neumann Architecture (1945)

  • Stored program concept
  • Memory is addressed linearly
  • Memory is addressed without regard to content

Copyright 2003 John Wiley & Sons

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